/Engine/Source/Editor/Sequencer/Public/SequencerKeyStructGenerator.h
Add the specified struct to this manager with the specified unique name, explicitly keeping it alive through AddReferencedObjects.
void AddGeneratedStruct ( [FName](API\Runtime\Core\UObject\FName) InstancedStructName, [UMovieSceneKeyStructType](API\Editor\Sequencer\UMovieSceneKeyStructType) * Struct )